PoE The Forbidden Sanctum Release Date Guide Patch Notes – Path of Exile

PoE Sanctum End Date & Release Date

The End date of PoE Sanctum is March 10, 2023. Normally, every league runs for thirteen weeks.

The release date of Path of Exile: The Forbidden Sanctum(PoE 3.20) is December 9, 2022. You’ll be able to play The Forbidden Sanctum expansion for free on December 9th (PST) on PC and Mac and on December 14th (PST) on Xbox and PlayStation.

Date Description
March 10, 2023
  • The End date of PoE Sanctum League.
December 14, 2022
  • The release date of PoE 3.20 on console(Xbox and PlayStation).
  •  On consoles, the Kalandra League will end.
December 9, 2022
  • The Release date of PoE 3.20 season on PC and Mac is December 9, 2022.

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Sanctum changes 3.20.1b Patch Notes

  • The Death Toll Major Affliction no longer causes monsters to drop no Aureus Coins. Instead, it now causes you to Lose 250 Resolve after completing 8 rooms. This change does not affect existing Sanctum runs.
  • Herald of the Scourge's lightning waves skill now spawns more lightning bolts with each wave, though the lightning bolts are now smaller. The delay between each wave has been slightly increased, and the damage of the skill has been lowered by 20%.
  • Improved the visibility of the ground degen effect when fighting Lycia, Unholy Heretic.
  • Added an error message for attempting to change your Relics while you have an active Sanctum.
Improvements and other changes
  • Introduced the Voidborn Reliquary Key. The Voidborn Reliquary currently has 1231 options for foiled Unique items that it can yield. We are still working through the list of submissions from Voidborn Supporters to get the others in as soon as possible.
  • Improved the description of the Sandstorm Visage Unique stat to clarify it only modifies spell critical strike chance of spells, and will not affect spells dealing non-spell damage (such as heralds).
  • Updated various descriptions to clarify which stats only apply to Summon Skeletons, and which apply also to Vaal Summon Skeletons (such as the modifier on Alberon's Warpath). Melee Skeletons from the Vaal Summon Skeletons are now referred to as "Soldiers" rather than "Warriors" in descriptions.
  • The visual effect applied to monsters with modifiers that cause Minions to Fire, Cold, or Lightning Explode on Death has been removed as it caused visual issues in some circumstances.
  • Betrayal crafts that reroll socket numbers, links or colours a certain number of times can no longer be used on items with fixed socket numbers, links or colours respectively.
  • The "Geared Up" achievement no longer requires a Rare or Unique item in the Relic slot.

The Forbidden Sanctum Challenge League

In Path of Exile: The Forbidden Sanctum, you will test your resolve as you make your way through the Sanctum's dangerous halls. In the Sanctum, each decision you make can cost you greatly.

The December expansion introduces the Sanctum challenge league and improvements to Path of Exile's endgame, alongside two new Skill Gems, seven new Vaal Skill Gems, over 15 new Unique Items, significant balance changes to jewels, hexes, monster modifiers, unique weapons and more. We are also proud to introduce Ruthless, an optional new way to play Path of Exile with extreme item scarcity.

  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you're encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • The Forbidden Sanctum is a roguelike that takes place within Path of Exile. You will explore the Templars' sanctum which is rumored to be hidden beneath the Fellshrine Ruins. Long abandoned, a malevolent presence has taken hold. In each area of Wraeclast you play through, you will have the opportunity to explore one room of the Sanctum as you search for its treasures.
  • With 3.20.0, there are Standard, Hardcore, Solo Self-Found and Ruthless variations of the Sanctum challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new challenge league includes a set of 40 new challenges, with microtransaction rewards for completing challenges. These rewards are only obtainable in this league.

The Forbidden Sanctum League Mechanic

Upon entering the Sanctum, you'll uncover a map that reveals a few of the rooms ahead of you. Sparse details of the room and its rewards are shown, so you must plan carefully as each mistake will dwindle your resolve. When your resolve runs out, your Sanctum run ends. Each time you enter the Sanctum, you will seek to push yourself farther than before through its four floors.

The Sanctum's rooms hold many secrets. Some contain ancient fountains you can rest at to restore a portion of your resolve. Others will curse you with an affliction, hindering your progress. These afflictions stack up as you explore deeper and deeper within the Sanctum. You can also receive boons, blessings that help you overcome the Sanctum's dangers. Each time you enter the Sanctum, you will encounter a unique layout that you must assess and adapt to as you explore.

Inside the Sanctum, you will find gold coins called Aureus, a currency that the Templar used for commerce. It's stored in treasure chests and falls from slain monsters. Although these coins belong to the Sanctum and will not leave with you, they can be traded with a merchant who you may encounter from time to time. Spend your Aureus wisely as it can be used to purchase a crucial boon when the time is right.

The sinister powers controlling the Sanctum will occasionally present you with an Accursed Pact. These pacts offer you a powerful benefit with a dangerous cost. Although the Pact will tempt you greatly, you must choose with care. The result of your choice could signal the end of your time in the Sanctum or be the turning point in your success.

Many rooms in the Sanctum will offer you a choice of currency items. You can take the reward now or leave it behind, with the promise of an even larger reward later. Deferring your reward to the end of the current floor or even the end of the entire Sanctum escalates it with great risk. If you run out of resolve before reaching this goal, you lose everything you gambled. Do you believe in yourself enough to take the risk and potentially reap a massive reward? Or do you play it safe and leave with what you have?

As you explore the Sanctum, you'll discover a special altar that Templar Relics can be placed on. These relics make you more powerful in the Sanctum and persist from run to run. Their continued power is the key to making it deeper into the Sanctum's vaults each time you enter. As you accumulate more relics, you'll need to make decisions around which ones most benefit you and arrange the Altar accordingly.

You may also uncover Sanctified Relics, a very rare type that directly affects your character's build. You may use only one of these, but its benefits stay with you beyond the Sanctum walls and bestow the Templars' power on you as you journey through Wraeclast.

The Forbidden Sanctum is home to many bosses, including random miniboss encounters, bosses at the end of each floor and an ultimate showdown against the entity that controls the Sanctum. These fights yield valuable rewards including Relics, piles of Aureus coins, masses of experience, new Unique Items and more.


Forbidden Sanctum Guide

1. Dare to Enter

In this league, you'll discover The Forbidden Sanctum, an ancient Templar enclave hidden beneath the Fellshrine Ruins. Abandoned for a long time, it is now controlled by a malevolent entity. You must explore it, uncover its secrets, and deal with the evil that lurks within.

PoE Dare to Enter

Enter the Forbidden Sanctum.

PoE Enter the Forbidden Sanctum

2. Test Your Resolve

Upon entering the Sanctum, you'll uncover a map that reveals a few of the rooms ahead of you. Sparse details of the room and its rewards are shown, so you must plan carefully as each mistake will dwindle your resolve.

PoE Test Your Resolve

When your resolve runs out, your Sanctum run ends. Each time you enter the Sanctum, you will seek to push yourself farther than before through its four floors.

PoE Test Your Resolve

3. Explore The Forbidden Sanctum

Explore The Forbidden Sanctum

4. Adapt or Die

The Sanctum's rooms hold many secrets. Some contain ancient fountains you can rest at to restore a portion of your resolve.

PoE Adapt or Die

Others will curse you with an affliction, hindering your progress. These afflictions stack up as you explore deeper and deeper within the Sanctum. You can also receive boons, blessings that help you overcome the Sanctum's dangers. Each time you enter the Sanctum, you will encounter a unique layout that you must assess and adapt to as you explore.

PoE Adapt or Die

5. Pay the Price

Inside the Sanctum, you will find gold coins called Aureus, a currency that the Templar used for commerce. It's stored in treasure chests and falls from slain monsters. Although these coins belong to the Sanctum and will not leave with you, they can be traded with a merchant who you may encounter from time to time. Spend your Aureus wisely as it can be used to purchase a crucial boon when the time is right.

PoE Adapt or Die

6. Bet your life

The sinister powers controlling the Sanctum will occasionally present you with an Accursed Pact. These pacts offer you a powerful benefit with a dangerous cost. Although the Pact will tempt you greatly, you must choose with care. The result of your choice could signal the end of your time in the Sanctum or be the turning point in your success.

PoE Bet your life

7. Reep or Weep

Many rooms in the Sanctum will offer you a choice of currency items. You can take the reward now or leave it behind, with the promise of an even larger reward later. Deferring your reward to the end of the current floor or even the end of the entire Sanctum escalates it with great risk. If you run out of resolve before reaching this goal, you lose everything you gambled. Do you believe in yourself enough to take the risk and potentially reap a massive reward? Or do you play it safe and leave with what you have?

PoE Reep or Weep

8. Uncover Templar Relics

As you explore the Sanctum, you'll discover a special altar that Templar Relics can be placed on. These relics make you more powerful in the Sanctum and persist from run to run. Their continued power is the key to making it deeper into the Sanctum's vaults each time you enter. As you accumulate more relics, you'll need to make decisions around which ones most benefit you and arrange the Altar accordingly.

You may also uncover Sanctified Relics, a very rare type that directly affects your character's build. You may use only one of these, but its benefits stay with you beyond the Sanctum walls and bestow the Templars' power on you as you journey through Wraeclast.

PoE Uncover Templar Relics

9. Defeat the Sanctum's Guardians

The Forbidden Sanctum is home to many bosses, including random miniboss encounters, bosses at the end of each floor and an ultimate showdown against the entity that controls the Sanctum. These fights yield valuable rewards including Relics, piles of Aureus coins, masses of experience, new Unique Items and more.

PoE Defeat the Sanctum's Guardians


FAQs

Can we have a way to accumulate Sanctum rooms and attempt them back-to-back?

Yes, you can accumulate up to eight rooms (the size of a full Sanctum floor) before running some or all of them at once.

How hard are the Sanctum mechanics for melee builds?

Your resolve is impacted less by attacks that you're close to, so melee characters can have an easier time.

What happens if I crash while in The Forbidden Sanctum?

When you play your next map you'll be able to replay the same room you were up to. Aureus coins and rewards are only locked in upon successful completion of a room.

Do Sanctified Relics affect my character outside of the Sanctum?

Yes, the benefits of Sanctified Relics affect you everywhere.

How rare are Sanctified Relics? Will I only see one throughout my playthrough of the league?

As you start to master the Sanctum at high levels, you'll accumulate more Sanctified Relics to pick between when trying to find the perfect one for your build.

Is the Relic Altar shared between your characters or per character?

They're shared between your characters within a league. However, if you're currently using a relic in a Sanctum run on one character, it can't be moved until the run ends.

Is your Sanctum run shared between characters? i.e. can you run different rooms of your run with different characters?

Each of your characters has its own Sanctum runs and progress within them.

Why haven't you nerfed Seismic Trap?

We have nerfed Seismic Trap several times this year. We understand that competitive players would like Seismic Trap to be nerfed yet again so they don't feel obligated to play with it for ladder pushing. Outside of this context, it doesn't appear to be used by an extremely large number of people (it's top twenty, but not meta-defining). We will investigate whether we can change it for situations that are relevant to racing but we can't promise anything yet.

When you reroll an Awakened Gem from one type to another with the new Beastcrafting recipe, will it keep its experience level?

When you roll an Awakened Gem to another type, it will keep its level and experience but different gems have different experience values per level so they may not be exactly the same. But essentially, if you start with an Awakened Gem at Level 2 with 50% experience and roll it to another one, it will be Level 2 with 50% experience.

Two new Masteries have taken their place. The first provides “You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies”, while the second provides “Recover 1% of Life when you Curse a Non-Cursed enemy” and “Recover 1% of Mana when you Curse a Non-Cursed enemy.” Do these recovery stats work with blasphemied curses as well?

Recovery stats don't work with Blasphemy.

The Tribal Fury Notable Passive Skill no longer has “Strike Skills target 1 additional nearby Enemy”. It now has “Melee Strike Skills deal Splash Damage to surrounding targets”. Does that apply to the melee of Dominating Blow minions?

No

With Survival Secrets jewel now removed, will its effects “Flasks applied to you have 20% reduced Effect” and/or “Flasks gain 3 Charges every 3 seconds while they are inactive” be available anywhere else in-game?

No, but we'll look into ways to bring this back in the future in some form.

Do you have any plans to restore the effects of Replica Conqueror's Efficiency, Replica Hotheaded and Lord of Steel?

No, we don't see these effects as necessary to retain. However, we do understand that some players are very interested in them so we will consider them when developing future content though.

Can we have colour-coded monster mods back?

We are looking into it and are keen for your suggestions/feedback on the readability of monster mods.

Can you confirm how many modifiers rare monsters will have?

We are balancing around having between 2 and 4 mods per rare monster.

Why won't challenges be enabled in Ruthless?

Because 3.20 is a beta of Ruthless, and we're still building the fundamentals of the mode, we needed to have developed challenges well in advance, which was difficult to do with the fundamentals of the mode still being worked on. We currently intend on having challenges available from 3.21 onwards.

Are we allowed to know if Atziri's Disfavor was moved back to Uber Atziri?

Yes, it has been moved back to Uber Atziri. Pledge of Hands has moved from Uber Atziri to regular Atziri.

Does the “Gain additional Elemental Damage Reduction equal to half your Chaos Resistance” mod on Eternal Damnation reduce the damage you take from elemental damage over time effects?

Yes

Does using a Fracturing Orb also reroll the mods on an item?

No

If the way socketing/linking items is changing in Path of Exile 2, what will happen to the Ethereal Fusing Effect?

It's too early to make promises for how Path of Exile 2 works, but our goal is to make sure that microtransactions are updated to be as compatible as possible.

Will there be a boss kill event at launch?

Not for this league.

When will we see 20/20 gems?

We are aiming for as early as Tuesday (NZ) but may be as late as Thursday. We'll keep you updated as things become finalised.

 


PoE 3.20 Expansion Name: The Forbidden Sanctum

PoE The Forbidden Sanctum Example


Eldritch Altars

In the Forbidden Sanctum expansion, we're making a number of changes to Eldritch Altars, specifically to their rewards, the monster packs they spawn and the incentives for rushing to map bosses before completing the rest of the map. In addition, we are adding a chance for Maven-witnessed Map Bosses to drop an Awakened Gem (inclusive of the Awakened Gems that are typically exclusive to Maven herself). The overarching aim of these changes is to try to reach a point where the choice between running Maven-witnessed Maps or Eldritch Influence Maps is closer in value while still retaining the gameplay feeling you've come to expect from Eldritch Altars.

  • Altars no longer offer some reward types like gems, influenced items, unique items or maps.
  • The "Basic Currency" reward has been split up into specific currency rewards. For example, they now have "Map Boss Drops Three Vaal Orbs" instead of "Map Boss Drops Three Basic Currency Items".
  • Altars no longer offer some basic rewards like Orbs of Augmentation, Orbs of Transmutation, Blacksmith's Whetstones, Armourer Scraps etc.
  • Currency drop weights are still adhered to for these rewards so with the removal of basic rewards, you'll see good currency a lot more often.
  • Scarabs and Divination Cards have also been split into specific rewards. For example, rather than simply "Divination Cards", you'll now see things like "Divination Cards which reward Unique Jewellery".
  • These specific rewards will be split so that they're exclusive to one Altar type, to allow target farming of these rewards.
  • Scarabs are offered a lot less from Altars, but we don't want them to be too scarce as a whole. To help balance this out, we're adding Rusted Scarabs to the core drop pool.
  • We're also adding a vendor recipe that can be used to upgrade Scarabs between tiers using the usual 3:1 ratio (up to Gilded Scarabs). We are also adding an 'Upgrade' button in the Fragment Stash Tab that can upgrade your Scarabs, like the one in the Essence tab.
  • The amount of Influence Packs spawned by Altars has been reduced by 33% but the chance of Influence Altars spawning has been increased by 50% to offset this.
  • We are making changes so that Altar choices that affect Boss Drops or Influenced Monster Drops are comparably valuable.
  • We've redesigned the Wrath of the Cosmos keystone.
  • We've changed the Wrath of the Cosmos and Eldritch Gaze keystones to only apply in maps affected by their respective influence.
  • Not directly related to Altars, but related to the choice of what type of influence you run on your maps, we are adding a chance for Maven-witnessed Map Bosses to drop an Awakened Gem, inclusive of the Awakened Gems that are typically exclusive to Maven herself.

Monster Mods and Archnemesis

In The Forbidden Sanctum 3.20 expansion, Archnemesis will be replaced with a system that is more similar to the way monster mods worked in the past.

The issues that players often had with Archnemesis were:

  • The keyworded mod names were not fully descriptive of what they did
  • The mods often had multiple effects bundled which made them harder to understand
  • Due to how many effects were included in a single mod, it made too many encounters too complex
  • The way Archnemesis rewards were set up meant that many players felt like they couldn’t just kill a monster, they had to consider if they wanted to bring a magic find character in to maximise rewards

The goals of the new system are:

  • Mods do one specific thing
  • Mods say what they do rather than having a thematic name you must learn and remember
  • Encounters are simplified on average while retaining interesting fights
  • Players are no longer required to do annoying actions to maximise rewards

Jewels and Ailment

In Path of Exile: The Forbidden Sanctum 3.20 expansion, we’re making a number of balance changes that we’ll present over several balance manifestos that each cover an individual topic. We’re discussing changes to Jewels, most notably increasing their potential for ailment mitigation.


New Mode: Ruthless

Ruthless (previously codenamed “Hard Mode”) is an additional character creation flag alongside Hardcore and Solo Self-Found that allows you to opt-in to extreme item scarcity and various other changes.

What Ruthless is not What Ruthless is
Ruthless is not for everyone. If you don’t like the sound of it, then it’s probably best you continue playing the regular Path of Exile modes. It’s like Hardcore or Solo Self-found. Some players really enjoy the additional constraints as a way of enhancing their game experience. Many players do not, and that’s okay.

Ruthless is not a replacement for regular Path of Exile. It’s a challenging mode for a specific type of player. A change being made in Ruthless is not an indication that GGG will make that change in the regular game. In fact, if GGG felts a particular change was good for the regular game, it will just make it there to benefit everyone.

Ruthless is not monetised any differently. You can play it for free and your existing microtransactions will work in it.

Ruthless is not consuming significant development resources. It’s a pet project that some senior designers have been working on in their spare time over the last 18 months.

Ruthless is a mode about friction, tension and anticipation. It’s brutally difficult, but overcoming that difficulty feels highly rewarding. In a world where your items are far below par, every item drop has the potential to be the breakthrough one you need.

Ruthless is a mode that re-imagines traditional understanding of where Path of Exile’s endgame is. It redefines the entire game as the endgame. Even reaching higher campaign acts, let alone maps, is an achievement. Traditionally weak items are suddenly very valuable. High level characters and good rare items infer immense bragging rights.

Ruthless is a mode where you barely find any items. You might get to act four without equipping a pair of rings. But each ring you find represents a huge power boost.

Ruthless is a mode where most items are normal rarity. You don’t see a lot of magic items, and even fewer rare items. But finding a rare item of a base type you’re looking for feels amazing.

Ruthless is a mode where you find very little crafting currency. You might only find one Orb of Alchemy throughout the whole campaign. But that orb lets you convert any base type of your choice to a rare item.

Ruthless is nostalgic. GGG picked the name partly because it was what the third of four difficulty levels was called back in closed beta. Aspects like item scarcity and support gems being valuable really feel like the early days of Path of Exile, just without desync.

Item Scarcity

The core Ruthless experience is that you don’t have strong enough items to handle the content. Every item that drops has the potential to be an upgrade to your current gear.

  • In Ruthless, the quantity of items dropped has been massively reduced throughout all game content.
  • The rate of finding magic, rare and unique items has been massively reduced throughout all game content.
  • Rings, Amulets and Belts are much rarer than in regular Path of Exile. They cannot be purchased from Vendors.
  • Most league reward systems have been changed to only grant item rewards that are specific to that league (for example, Cluster Jewels only come from Delirium), plus items from the core drop pool. In Ruthless, getting items from the core drop pool is a valuable reward, especially when there is an item rarity bonus.
  • Many deterministic items like Divination Cards or Oni-Goroshi cannot be obtained. Many bosses like Atziri that guarantee unique drops still do, but are often harder to access.

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